Shar’s Shield
(Abjuration – Shadow Weave)

This spell creates an immobile, faintly shimmering magical sphere around the caster that prevents any 1st-, 2nd-, 3rd-, or 4th-level spell effects from penetrating (i.e., the area of effect of any such spells does not include the area of the Globe of Invulnerability). This includes innate abilities and effects from devices. However, any type of spell can be cast out of the magical sphere, and these pass from the caster of the globe to their subject without affecting the globe. 5th- and higher level spells are not affected by the globe, and magical attacks of 5th-level or higher, such as Spellstrike and Pierce Magic, can bring it down.

Additionally, the shadow adept gains 20% magic resistance as long as the globe is up.

Twin Mislead
(Illusion/Phantasm – Shadow Weave)

When this spell is cast, the wizard is affected by an Improved Invisibility spell and is teleported a few feet away from <PRO_HISHER> original position. Meanwhile, an exact image of the caster is created where <PRO_HESHE> used to be, with exactly the same Hit Points as the caster. The image cannot perform any actions at all, such as attacking or casting spells. It can, however, move around and act as a decoy for the invisible wizard. The image will remain under control of the caster until reduced to 0 Hit Points, or until affected by a Dispel Magic or a spell that reveals illusions, such as True Sight.

After 3 rounds have passed, a second decoy is spontaneously created, regardless of whether or not the first has been destroyed.

Protection From Weave-forged Weapons
(Abjuration – Shadow Weave)

When the spell is cast, it confers complete invulnerability to all magical weapons created using Weave magic. This includes weapons that are blessed or enchanted. The attacks of powerful monsters are also considered magical weapons. This spell cannot be cast on anyone who is protected from normal weapons as well as anyone protected by Mantle, Improved Mantle, or Absolute Immunity. Due to the nature of this spell, with the short casting time and duration, it is mainly used to buy the shadow adept a few rounds in the thick of combat. This effect lasts for the duration of the spell or until dispelled.

Power Word, Silence
(Conjuration/Summoning – Shadow Weave)

In using this spell, the shadow adept points at an individual and utters the Power Word. For the next 7 rounds, that creature cannot make any sound. This silence completely foils any spells that require verbal components. The only ways to counter this spell are either a Dispel Magic or a Vocalize spell. There is no Saving Throw and the spell ignores magic resistance.

Black Lightning
(Invocation/Evocation – Shadow Weave)

When the shadow adept casts Black Lightning, arcs of electrical energy burst from <PRO_HISHER> fingertips. These brilliant arcs of lightning leap at all enemies near the caster, burning them with electrical and fire damage. The lightning causes 1d6 points of damage for every 2 levels of the caster and causes all targets struck to go berserk for 3 rounds. If the target of the lightning saves vs. Spell, only half damage is inflicted and they do not go berserk. Thus, a 12th-level shadow adept will cause 6d6 (half electrical, half fire) damage to a victim (3d6 electrical if the victim makes <PRO_HISHER> Saving Throw vs. Spell).

Shatter Weave
(Invocation/Evocation – Shadow Weave)

When this spell is cast upon a target creature there will be two major effects. The first is that it will dispel one spell protection of 8th level or lower from the creature. This will always dispel the highest level of spell protection on the target first. If the target has two or more protections tied for the highest level, the choice will be random. The second effect of the spell is that the creature’s magic resistance is temporary nullified. The resistance remains lowered for 2 rounds, and this effect cannot be negated in any way. Additionally, mages will take 10d4 magic damage and lose their ability to cast spells for 2 rounds. Spells affected by Pierce Magic are Minor Spell Deflection, Minor Spell Turning, Spell Deflection, Spell Turning, Minor Globe of Invulnerability, Spell Immunity, and Globe of Invulnerability. The target’s magic resistance, if any, does not affect this spell.

Umbral Blades
(Evocation – Shadow Weave)

The shadow adept employs this spell to set up a ring of circling, razor sharp blades. These whirl and flash around the caster, providing a bonus of 4 Armor Class against melee weapons and dealing damage to enemies in range every round. Any creature attempting to pass through the blades will suffer 6d8 points of damage and lose 1 point of Strength for 1 turn. Creatures within the area of the barrier when it is invoked are entitled to a Saving Throw vs. Spell to negate the damage. The barrier remains for 1 turn.

Disintegrate
(Alteration – Shadow Weave)

When this spell is cast at another creature, a thin purple ray is shot out. Upon contact with the ray, the creature must make a Saving Throw vs. Spell at -2 or be transformed into dust. This transformation is instantaneous and irreversible. There is also a good chance that this will destroy some if not all of the items that the creature is carrying. If the target survives the process, they still take 6d6 magic damage.

Targets slain by this spell will be raised as a wraith under the caster’s allegiance for 5 turns.

Black Rose
(Conjuration/Summoning – Shadow Weave)

This spell conjures a thorned, magical rose that wraps itself around the caster’s chosen target, dealing 6d6 piercing damage. If the target fails a Saving Throw vs. Spells at -6, they suffer an additional 20% of their maximum hit points as piercing damage and become entangled for 1 turn, receiving a -2 penalty to Armor Class, THAC0 and casting time. Additionally, the target must make another Save vs. Spells every round or suffer an additional 2d6 piercing damage until the rose vanishes.

Negative Energy Burst
(Necromancy – Shadow Weave)

Upon casting this spell, a burst of negative energy engulfs the area targeted by the caster. All enemies within the radius will suffer 6d6 magical damage and suffers a -3 penalty to Armor Class, THAC0 and damage for 1 turn. There is no saving throw against this spell’s effects.

Devour Dream
(Enchantment/Charm – Shadow Weave)

This spell may only affect sleeping targets. Upon casting the spell, the shadow adept consumes the target’s thoughts, dealing 10d8 magical damage and restoring up to five of the caster’s previously cast spells. The target is always woken up after the effects of this spell.